Damage isn't written with two m aand.. the marked brush.. well it's a "portal to hell" <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> It's somehow malformed or whatever, and allows you to walk into the void.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited August 2004
<b>Ron2K</b> - I'll fix the stretched texture issue by darkening the map and maybe making the console a little smaller.
-Making it more obvious that the door can't be opened, first I'll optimise the map (entities are to high at the moment) then I'll have to think about it on how to fix it
- Reflections aye? Go look for some tutorial with the name 'poor mans shiny floors' or something like that. Then take the next step. It is sort of like the Duke Nukem 3d and its mirrors *hint hint* <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
- I tried it with each word starting with a capital letter, to be quite honest it didnt look right to me...
- Rolling on the ladders? Well it then it has served its purpose if you know what I mean <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<b>perso:</b> I'm with you on this btw and the next version which is going to be released (optimised and bug fixed) is mostlikely going to be darker once again.
<b>CoolCookieCooks:</b> ^_^
<b>[Sorcerer]</b> - Portal to hell is fixed...
- dammage... If you look at my first posts where I typed da<b>mm</b>age and also on some later pages where I type da<b>m</b>age, You see that I do know it (someone told me). But I never thought about it still being in the info_location since this area is the first I started building on...
<b>End:</b> I managed to reproduce it with the marine(jetty) and fade (blinking) pretty easy which is bad news for me, since I honestly have no idea what is causing it. But its a very bad problem for that area of the map. I'll get to the bottom of this if its the last thing I do...
<b>-Ripzaw-:</b> YAY!!!
About the cc and only being able to see half the map, not sure what you mean by this, You mean you see half the minimap in the console or cant get to parts of the map. I havent encountered both of these problems btw <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
------------------------------------------------------------------------------------------------ Thanks all for that feedback people, much appreciated...
Any other servers running beta 1.0 btw, achio really needs some serious playtesting...
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
A true mapper is never finished... And since achio does need some more optimisation (and bug fixing <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> )
It's on our server... Most of the people who played it said it was too big ie. Wide Corridors, Tall Tall ceilings. etc. I agree it's big but could it get smaller in any way?
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited August 2004
The 2 most problematic hallways in that aspect are the starboard sklylight and the bottom hallway going through H-junction, looking at the minimap...
Borth hallways are long and have no cover. Now since I'm already maxing out the engine max clipnodes and leaves that doesnt give me a whole lot of room to spare and add cover. I'm still thinking on how to fix this :/ I added vents going into these areas but that only helps out skulks, lerks and maybe fades, but the onos and gorge are left in the dust with only these things. The size of the layout I wont touch, since that would defeat the point of the map and also the main corridors are supposed to be big, all I can do to fix these is by adding more damage and stuff for cover.
I think its more the adjustment to the size of it (players dont like to adjust yaknow, but dont tell anyone <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> )
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited August 2004
<!--QuoteBegin-perso+Aug 7 2004, 09:02 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (perso @ Aug 7 2004, 09:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Btw. Isn't that weird there is a glass below that fan.. Yeah, it's original and I like it, but I would've expected a grill or something.. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Havent answered this question so here goes <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> The reason being for the glass window is that the oxygen injectors are just above the glass next to the fan (the reason being for the pipes going up). If you put the game on pause you can see the fanblades angle, it is pushing up the air not down. Now if the glass would tp be a grill there would be lots of air leaking down which should have been in the ventilation system. Or at least thats how I see it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Haha, the reflections are just a flipped texture are they not?
Overall, I like this map. I ran around in it for awhile, the marine start is the true meaning of slaying an onos. There is absolutely no way a onos can survive in there. No reason to relocate in this map. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
Flipped texture? No the geometry is flipped on the axis of symmetry, so theres physically an upside down version of the room, with a func_wall textured but semi transparent, ala poor man's reflective floors.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
And a texture just will look very very bad when you move somwhere else then where the screenshot was taken from <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
I'll add more cover in the MS, easy to do since it is a loading bay, crates anyone?Only the r_speeds are already reaching 700 at some points so I think it needs some modification to
Ok i finally played this (beta1) and i've got a few comments, firstly some of the corridors are very long and huge which will cause alot of problems for the aliens, add cover in some of them if possible. Secondly, some textures are really scaled up in certain parts of the map, especially on those angled beams that the map is well known for. Another thing is my fps gets big drops a few times a second despite the r_speeds being ok. I think this might be something to do with the sounds in the map (there is one sound that is audible everywhere in the map which sounds very cool but might be causing this), or it could just be general entity activity in the map causing this problem.
So what's happening on our favorite <b>ns_achio</b>??
On another note, I'll be getting my comp back together again this weekend. So fun for me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
The new optimized version still has to be compiled... I just havent found the time to dedicate my pc to compiling. Also I don't think it is ready yet for another release wiht only these minor changes, since I'm thinking of adding some more cover, which is a hard job with the max_clipnodes. And the fps issue some people talked about in the current version, has something to do with the bugs in the map, but I think it also has to do with the lightdata used in the map. So optimising that needs some work...
Beta 1.1 is what the next version is going to be called:
- lighting tweaks, he maps has been made darker again. - entity optimisation - the fall-though walls have been fixed - possible more cover if I do find the time for it
sidenote: eclipse is horribly marine-biased, and requires major rework. especially the maintenance-sloop-keyhole area, which is still a deathtrap for skulks. despite the vents. oh, and i almost forgot ms. so that too.
- Null textured face ceiling port skylight - found by Naigel - Missplaced spark entity in watercleansing - found by Rhodri2311 - Being able to go to the outside of the map in the damaged section fixed - found by [Sorcerer] - Typo fixed in the location name (dammage --> damage) - The bug which put the player outside the map (using jetpack or fade-blink) in the aft engine vent is fixed - found by End
Changes: - The former darkness is back, I personally thought the previous version was to bright and colorfull - Entity count has been reduced - Lightdata has been reduced - Clipnodes and leaves have been reduced a little - Overall lighting tweakes for visual enhancement - Overall mapsize reduced with approxiamately 1.1Mb<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin-PogoP+Sep 6 2004, 02:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (PogoP @ Sep 6 2004, 02:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yay. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> You took the word right of my mouth! YAY!
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
Thanks, oh well you've been away from the forums to long man, tis the second 100% release none the less <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin-Kouji San+Sep 6 2004, 08:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Sep 6 2004, 08:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Thanks, oh well you've been away from the forums to long man, tis the second 100% release none the less <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Same as then, you released one before ? 0_0
Hive areas are a bit quiet. They have great visual ambiance(so does the rest of the map) but they are too quiet. Some of the doors, look like they are pasted on. These are the only two gripes I could come up with just walking around on my own. i totally love the rest. its really interactive and just fun to be in. I cant wait to play with someone in it, so I can see the balance side of it.
This map is some hot ****! Gotta download it and play on the clan server! Way to go Kouji. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Not to mention the length of the topic is also impressive. 36 pages...
Comments
however, 2 things I noticed..
<img src='http://www.sorcerer.de/ns/ns_achio0001.jpg' border='0' alt='user posted image' />
Damage isn't written with two m aand..
the marked brush.. well it's a "portal to hell" <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
It's somehow malformed or whatever, and allows you to walk into the void.
- I'll fix the stretched texture issue by darkening the map and maybe making the console a little smaller.
-Making it more obvious that the door can't be opened, first I'll optimise the map (entities are to high at the moment) then I'll have to think about it on how to fix it
- Reflections aye? Go look for some tutorial with the name 'poor mans shiny floors' or something like that. Then take the next step.
It is sort of like the Duke Nukem 3d and its mirrors *hint hint* <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
- I tried it with each word starting with a capital letter, to be quite honest it didnt look right to me...
- Rolling on the ladders? Well it then it has served its purpose if you know what I mean <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<b>perso:</b>
I'm with you on this btw and the next version which is going to be released (optimised and bug fixed) is mostlikely going to be darker once again.
<b>CoolCookieCooks:</b>
^_^
<b>[Sorcerer]</b>
- Portal to hell is fixed...
- dammage... If you look at my first posts where I typed da<b>mm</b>age and also on some later pages where I type da<b>m</b>age, You see that I do know it (someone told me). But I never thought about it still being in the info_location since this area is the first I started building on...
<b>End:</b>
I managed to reproduce it with the marine(jetty) and fade (blinking) pretty easy which is bad news for me, since I honestly have no idea what is causing it. But its a very bad problem for that area of the map. I'll get to the bottom of this if its the last thing I do...
<b>-Ripzaw-:</b>
YAY!!!
About the cc and only being able to see half the map, not sure what you mean by this, You mean you see half the minimap in the console or cant get to parts of the map. I havent encountered both of these problems btw <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
------------------------------------------------------------------------------------------------
Thanks all for that feedback people, much appreciated...
Any other servers running beta 1.0 btw, achio really needs some serious playtesting...
Borth hallways are long and have no cover. Now since I'm already maxing out the engine max clipnodes and leaves that doesnt give me a whole lot of room to spare and add cover. I'm still thinking on how to fix this :/
I added vents going into these areas but that only helps out skulks, lerks and maybe fades, but the onos and gorge are left in the dust with only these things. The size of the layout I wont touch, since that would defeat the point of the map and also the main corridors are supposed to be big, all I can do to fix these is by adding more damage and stuff for cover.
I think its more the adjustment to the size of it (players dont like to adjust yaknow, but dont tell anyone <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> )
Havent answered this question so here goes <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> The reason being for the glass window is that the oxygen injectors are just above the glass next to the fan (the reason being for the pipes going up). If you put the game on pause you can see the fanblades angle, it is pushing up the air not down. Now if the glass would tp be a grill there would be lots of air leaking down which should have been in the ventilation system. Or at least thats how I see it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Overall, I like this map. I ran around in it for awhile, the marine start is the true meaning of slaying an onos. There is absolutely no way a onos can survive in there. No reason to relocate in this map. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
I'll add more cover in the MS, easy to do since it is a loading bay, crates anyone?Only the r_speeds are already reaching 700 at some points so I think it needs some modification to
On another note, I'll be getting my comp back together again this weekend. So fun for me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
And the fps issue some people talked about in the current version, has something to do with the bugs in the map, but I think it also has to do with the lightdata used in the map. So optimising that needs some work...
Beta 1.1 is what the next version is going to be called:
- lighting tweaks, he maps has been made darker again.
- entity optimisation
- the fall-though walls have been fixed
- possible more cover if I do find the time for it
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Releaselist ns_achio_v1b2
New filename, ns_achio_v1b2.bsp
- map version 1
- beta 2
Bugfixes:
- Null textured face ceiling port skylight - found by Naigel
- Missplaced spark entity in watercleansing - found by Rhodri2311
- Being able to go to the outside of the map in the damaged section fixed - found by [Sorcerer]
- Typo fixed in the location name (dammage --> damage)
- The bug which put the player outside the map (using jetpack or fade-blink) in the aft engine vent is fixed - found by End
Changes:
- The former darkness is back, I personally thought the previous version was to bright and colorfull
- Entity count has been reduced
- Lightdata has been reduced
- Clipnodes and leaves have been reduced a little
- Overall lighting tweakes for visual enhancement
- Overall mapsize reduced with approxiamately 1.1Mb<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
You took the word right of my mouth! YAY!
- <a href='http://members.home.nl/m.borgman/ns-forum/ns_achio/versions/ns_achio_v1b2.zip' target='_blank'><b>Mirror1: Hosted by @home.nl</b></a>
- <a href='http://www.brywright.co.uk/downloads/files/index.php?dir=natural-selection/maps/ns/&file=ns_achio_v1b2.zip' target='_blank'><b>Mirror2: Hosted by Bry's NS Server</b></a>
also linked in the first post as usual...
Same as then, you released one before ? 0_0
Some of the doors, look like they are pasted on.
These are the only two gripes I could come up with just walking around on my own. i totally love the rest. its really interactive and just fun to be in. I cant wait to play with someone in it, so I can see the balance side of it.
GJ!
Not to mention the length of the topic is also impressive. 36 pages...
k edited first post with a link to the site <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->